Moved some game code into engine code

This commit is contained in:
2024-10-14 00:51:50 +02:00
parent 9939c84f09
commit 55adf0971e
6 changed files with 228 additions and 200 deletions

View File

@@ -76,9 +76,11 @@ Entity :: struct {
collider : Collider; @DontSerialize
// End physics
#if NETWORKING {
remote_id: Entity_Id; @DontSerialize
is_proxy: bool; @DontSerialize
last_replication_time: float; @DontSerialize
}
_locator: Bucket_Locator; @DontSerialize
scene: *Scene; @DontSerialize

View File

@@ -118,6 +118,7 @@ register_entity :: (scene: *Scene, entity: *Entity) {
array_add(*scene.entities, entity);
next_entity_id += 1;
#if NETWORKING {
if net_data.net_mode == {
case .LISTEN_SERVER; #through;
case .DEDICATED_SERVER; {
@@ -125,10 +126,67 @@ register_entity :: (scene: *Scene, entity: *Entity) {
}
}
}
}
unregister_entity :: (scene: *Scene, entity: *Entity) {
array_unordered_remove_by_value(*scene.entities, entity);
}
update_animators :: (dt: float) {
for e: current_scene.entities {
if e.flags & .ANIMATED {
update_animator(e, *e.animator, dt);
}
}
}
update_transforms :: () {
for e: current_scene.entities {
if e.parent == null {
update_entity_transform(e, Matrix4_Identity);
}
}
}
update_entity_node :: (e: *Entity, model_node: Node, index: s64, parent_matrix: Matrix4) {
n := *e.renderable.nodes[index];
update_matrix(*n.transform);
n.transform.world_matrix = parent_matrix * n.transform.model_matrix;
for children_index: 0..model_node.children.count-1 {
index := model_node.children[children_index]-1;
mn := e.renderable.model.nodes[index];
update_entity_node(e, mn, xx index, n.transform.world_matrix);
}
}
update_entity_transform :: (e: *Entity, parent_matrix: Matrix4 = Matrix4_Identity) {
if e.transform.dirty {
update_matrix(*e.transform);
e.transform.dirty = false;
}
e.transform.world_matrix = parent_matrix * e.transform.model_matrix;
for model_node, i: e.renderable.model.nodes {
if model_node.parent == 0 {
update_entity_node(e, model_node, i, e.transform.world_matrix);
}
}
for i: 0..e.num_children-1 {
child := e.children[i];
matrix := e.transform.world_matrix;
if child.attach_node_index != -1 {
matrix = e.renderable.nodes[child.attach_node_index].transform.world_matrix;
}
update_entity_transform(child, matrix);
}
}
#scope_file
next_entity_id: Entity_Id;